| GM Netherpongo |
| 1 person marked this as a favorite. |
We'll give Hans a bit more time to respond, but I'll resolve Zarine's melee now. Fortunately for her, it's going a bit better than it probably looked like.
Zarine defense: 40 (+10 advantage from prior attack) vs 56 is a failure, but +0 SL. The crocodile got -1 SL so she still wins the contest, takes no damage & goes up to +2 advantage. Sidenote: if she didn't have the advantage, the ones position of the crocodile's 55 melee skill would have caused her the loss on tied SL.
Zarine attack: 55 (+20 advantage) vs 55 is a success. +2 SL from the roll +1 SL from the Precise quality of her foil = +3 SL. The crocodile got +0 SL. Damage is +3 Strength +3 weapon +3 SL difference -4 Toughness -1 armor -1 armor (again due to Undamaging quality of the foil) = 3 Wounds. Zarine's roll was also a double, so it is a critical hit.
Hit location: 1d100 ⇒ 48 - body
Critical Result: 1d100 ⇒ 88 - Gut Wound: the crocodile takes an additional 4 Wounds, contrats a Festering Wound (disease) and 2 Bleeding conditions. I don't think the disease does anything yet, but that takes the Wounds inflicted count up to 7 with 2 Bleeding coming.
Zarine has 3 advantage now.
| GM Netherpongo |
The crocodile snaps its jaws down on Madame Vadoma, and the woman screams in agony. The waters of the Verfefluss are tinged with crimson as the combatants thrash about in the water.
The crocodile takes another 2 Wounds from Bleeding. Madame Vadoma isn't dead yet, but you don't expect that she'll last very long.
Crocodile Melee vs Zarine 55: 1d100 ⇒ 95
| Hans Schäfer |
”Well, she’s dead.” Hans said. He had no ranged weapons and no melee weapons with reach. ”Elf! Grab the damn rope and get out of the water!”
| Zarine Brightbow |
Humans. Don't they have any loyalty to each other? Zarine mutters under her breath, distraught that her plan of distracting the crocodile from the woman hadn't worked.
She tries again.
Attack (Fencing 55): 1d100 ⇒ 14
Getting a good stab in this time.
Drop her! Zarine screams at the beast.
Are you sure that undamaging is an additional -1 armor? The way I interpreted it is that there was just no minimum damage, not that you actually subtracted damage... but I mean, I really have no idea what I am doing, so if that is the way it works, I get it.
| GM Netherpongo |
| 1 person marked this as a favorite. |
Not doing precise math on the combat. The critter isn't dead but that should be way more than enough damage to get it to run. (Bestial trait)
The crocodile thrashes about wildly in the water as Zarine stabs it again. The old woman is thrown out of the water before she splashes back in a short distance away.
The great beast dives pushes away through the shallows toward deeper waters.
Zarine, regarding her foil: the Undamaging trait gives "All APs are doubled against Undamaging weapons". See page 299. APs being armor points.
| Zarine Brightbow |
With the crocodile gone, Zarine gathers up the woman in her arms and tries to get her back to the boat for help.
| Hans Schäfer |
”Brave! Suicidally so.” Hans remarked as he lended a hand.
| Zarine Brightbow |
Once the woman is back on the ship where she can receive aid (and it is being administered, Zarine relaxes a little bit, and responds to Hans.
You misunderstand I think. It is not suicidal to risk your life for another. It is respect for life and a determination and confidence that life should triumph over death... and when death does come, if you have done what you can to preserve life rather than take it, then you live on in a different form. It's actually the embodiment of hope... to know that you don't have to hoard your life at the expense of another, but you can offer it freely to fight back death and other evils... thus making all lives better, including your own. It is an expression of a life-wish rather than a death-wish.
| Magda Kupferaugen |
Now the halfling can help, quickly assessing the situation, checking the wounds.
If the woman's life can be saved, she does her utmost to keep her out of Morr's gardens
Healing 50: 1d100 ⇒ 76
Uses Fortune point
Healing 50: 1d100 ⇒ 27 SL+3
| Hans Schäfer |
”Uhm…right. Of course. Of course.” Hans said, making a mental note that elves were different inside. He still wasn’t going to wrestle an alligator for a stranger, but he didn’t see a point in arguing why.
| GM Netherpongo |
Zarine brings Madame Vadoma back to what is left of the barge. Magda's treatment of her wounds is able. Although the woman is still injured, her life won't be in further danger as a result of the attack. Two other Strigany have been hurt in the attack: one woman named Chella nurses a broken forearm while a shorter man named Ronamo pants and grimaces as he clutches brusied ribs.
"Praise the stars for your help!" Vadoma exclaims. "You are now ready to face the Beast." The statement seems to use up her strength and she falls silent from exhaustion.
Reiko and the barge crew have stabilized the Trandafir, but the vessel is sinking and unrecoverable. Some of the Strigany are bringing the supplies they can salvage to the shore.
| Zarine Brightbow |
What did she mean about facing a beast?
| Hans Schäfer |
”She’s delusional. After what she just went through it’s understandable. You should get dried off before you catch a cold. It’s one thing to help others, but you have to take care of yourself as well.” He said as he went about looking for anything which could be used for that purpose.
| GM Netherpongo |
As the recovery of the barge's cargo continues, Reuter calls you over to him. Though he very likely isn't pleased with the wreck, he's putting an upbeat face on the situation.
"By Sigmar's grace! That could have been a lot worse, eh? Now, I know this looks bad, but I don't think this is as serious a setback as you might think. We will just head back to camp and fetch Thulgrim. He'll know how best to patch the old girl up."
He gestures at the boat, which seemingly takes his words as a cue to catastrophically break apart with a wrenching crash, only to drift downstream, a litter of poorly painted jetsam.
"Ah! Well...never mind it. Ranald gives with one hand and takes with the other. I'm sure good fortune is right around the next bend! You know...I am sorry to have to stretch the bounds of our contract, but it looks like instead of my barge carrying you, you'll have to help us carry our goods back to camp! But for folks like you, people with a bit of gumption, I'm sure that's no trouble. It's only a short trip and with everything else you've done for me today maybe there'll be a gold coin in it for you?"
| Zarine Brightbow |
Zarine helps to carry things back to camp.
| GM Netherpongo |
"I'm afraid some of it will be rather heavy, but we won't overburden anyone unnecessarily, of course," Reuter says.
The workers finish hauling what they can out of the river before picking up their burdens. Reiko looks visibly depressed at the loss of his barge, but the Strigany overall are heartened by your rescue of Madame Vadoma.
As you trudge down the road towards Grausee, the shadows lengthen and an evening chill sets in. The Strigany labour to heft all the materials they have salvaged from the wreck, grumbling and casting resentful looks in the direction of Reuter as they do so as the journey lengthens. Some seem affected by an obvious personage such as Zarine lending a hand, however.
For his part Reuter maintains a sunny disposition, though there are moments when he drops his guard and looks pensive and drained. Every so often he loudly declares that the journey is nearly at an end, but these pronouncements seem to have little to do with your actual progress.
You have a moment to gossip and/or ask questions to Reuter or the Strigany. If you want conversation ideas, I'll provide a spoiler below for things they scenario anticipates you might ask (curated a bit for how this campaign came together). If you don't want to gossip with anyone, please still post something about minding your business or w/e so I know you've had a chance to respond.
Reuter: ask about the work that needs to be done there
Reuter: ask his thoughts about the Strigany superstitions & Vadoma's ranting
Reuter: ask who does the building work on site (the boat was not well organized)
Strigany: do not have as well-defined topics, but talking about their beliefs that the Grausee is haunted, the Beast and their employers are possible topics. Vadoma herself is probably not the person to ask though.
| Axel Rotendorf |
Axel shoulders his heavy burden but a lifetime of farm labouring has hardened him somewhat and his grumbles are minimal.
Master Reuter, tell me more of this building contract? It seems things are rushed and the goods on the boat seemed thrown in at haste rather than carefully stowed and placed.
| Zarine Brightbow |
Zarine keeps her mouth shut, only listening and observing, and looking in on Vadoma from time to time, making sure that she is being adequately cared for.
| Magda Kupferaugen |
Not sure if we actually have to roll for Gossip test;Gossip (45): 1d100 ⇒ 41
That was the first time I meet Strygany. Or "Striganies"? Do you meet them often? They seem to have strange beliefs... What do you know about them?
Magda does her best to carry the small load her little frame allow her, and is happy to chat along the way
| GM Netherpongo |
Reuter looks embarrassed as Axel comments on the state of the barge. "That isn't really one of my talents. At the camp, I've contracted the services of that marvelous Dwarf engineer, Thulgrim Nadrisson. He is the foreman on the site and manages all the practical work. He's really quite marvelous. He's from Karak Azgaraz; a consummate professional. He doesn't stand for sloppy work and he only buys the best. The boat [i]is[i] a sore loss, but in business these things happen. Any mishaps occur despite his professional oversight rather than because of it."
He thinks for a moment before responding to Magda's question. "Our Strigany friends are certainly hard workers, but they're frightfully superstitious. According to them, the Grausee is home to some Beast or somesuch. Can't say I've noticed anything out of the ordinary during my time there. My partner, who comes from here, has never mentioned it, but what do I know?"
*
There is time to converse more if wanted, but I'll move us along.
*
After more than an hour of walking through the fog with your burdens, you arrive at the campsite. It is built on a small isthmus between the Verfelfluss and the Grausee not far from a small stone circle. A grey lake stretches out from the rivers further than the eye can see, with the camp situated between the lake and the banks of the river. You can tell why this site would be chosen for the construction of a mill, as the contours of the land lend well to the needed positioning.
Piles of timber and brick stand ready for work, and there is a small but busy camp of tents and wagons erected nearby, some of which are built in the style of the Strigany. Three dwellings stand out in the camp: a large tent draped in the blue and yellow heraldry of Ubersreik and the silver and blue of the Jungfreuds to the far left. The second is a great wooden wagon, opulent and stately, parked opposite the tent on the right of the camp. Between the two is a small tent next to an elevated wooden platform, where you can see a dwarf wearing overalls and smoking a pipe.
Flows of mist stream in and around the campsite, and the entire area seems still and subdued.
Reuter's upbeat act slips as the group approaches the camp. "Come, that's Thulgrim," he says after you have a chance to put down your burdens.
The dwarf's face darkens when he makes eye contact with Reuter. The dwarf waddles over toward Reuter and burps a gout of thick and tarry smoke into the man's face. "Back so soon, Manling?"
Reuter coughs from the fumes. Any confidence he was pretending to is gone now. "Well, yes...ah...y'see...well, we had a bit of a...mishap...on the river. These kind people proved very useful in the event...I was hoping we could sort them out with a little compensation. Further, I have hired them to do some of the tasks aroudn the camp. You know the ones. The matters the Strigany are...well...reluctant to do."
Reuter fishes about inside his jerkin and removes a large brass key on a chain from around his neck. "Perhaps you could take the chest to Stiegler's caravan and sort out some silver for them?"
| GM Netherpongo |
Reuter holds up his hands with a pained expression on his face. "Err...you see...naturally, there are two locks on the paychest. The other key belongs to my partner, Stiegler, and she will need to be consulted first. With the barge lost, she will be unlikely to be forthcoming I'm afraid. Not to worry, though. I'll wear her down eventually and be sure that you are paid your due."
| GM Netherpongo |
Moving things along some. If you want to continue your conversation with Reuter, we can back up a bit.
After speaking with you, Reuter stumbles off into the camp, obviously worn out by the events of the day. Thulgrim looks you over and grunts. "Come on then. May as well get this over with."
He leads you in the direction of a wagon on the edge of the campsite. A man is just leaving as you hear the door close.
You can make a Hard (-20) Perception test to get a look at the man, as he is still a distance off.
Thulgrim knocks on the door to the wagon briskly. You hear faint sounds of sighing and shuffling from within, then the sound of hard heels clacking on floorboards, before the door is opened.
Stiegler is a tall woman, dressed in finely tailored trousers and jerkin. Her hair hangs in lightly oiled, golden curls. Her mouth is a disapproving slash of red paint. Her eyes are vibrant blue, bloodshot and rimmed with rubbed, red flesh. She hisses at Thulgrim through clenched teeth. "I... was... hoping... to get... some sleep. Whatever it is you want, can it not wait until morning?"
Thulgrim seems unfazed by her displeasure. "Boat cam a cropper. These folks helped with salvage. Reuter wants them compensated. Well compensated if possible."
Stiegler rolls her eyes with a theatrical sigh. "As if my esteemed partner hadn't already demonstrated his incompetence and profligacy! Dwarf, I already have a site rammed full of so-called assets that stubbornly fail to sweat for me! Bring that chest inside and set it on the floor, but I'll not authorise the spending of a single brass penny until I see some progress!"
| Zarine Brightbow |
Perception 50 (hard -20) = 30: 1d100 ⇒ 78 (not sure if there are modification for acute sense (vision) and night vision, but she has both if they come into play in this case)
Zarine tries to get a good look at the man that is leaving the wagon, but it was hard to see from this distance.
When they get to the wagon and are not paid, Zarine speaks up.
Seems unfair since the salvage work is already done and payment promised, but perhaps a good thing nonetheless. Being hired to do something that "the Strigany are 'reluctant' to do" didn't sound all that promising anyway, although I admit that I was curious about this "beast." Shall we find something better to do with our time, then?
| GM Netherpongo |
You can make a Diificult (-10) Haggle Test to negotiate with Stiegler if you want.
| Zarine Brightbow |
Haggle 35 -10 =25: 1d100 ⇒ 60
| Axel Rotendorf |
Axel sighs, used to being screwed over.
You haven't heard the last from me on this Master Stiegler. If this task comes to an end without due payment you can expect some backlash. Oh, and from now on? Keep your promises and offers to yourself unless you have coin in hand.
| GM Netherpongo |
There's still a chance that your Merchant can hit the Haggle test, but for now we'll move on.
"Perhaps we started on the wrong foot here. If so, I ask for your forbearance. I'm not usually like this. Things have been...stressful recently. Let's all try to get a decent night's rest and in the morning we can work out a mutually agreeable arrangement, hmm? I assure you, whatever Reuter has promised you, I will double--and unlike him, my promises are always kept."
When your discussion is complete, you leave to make camp. Thulgrim excuses himself and heads for bed as well. The Strigany are welcoming after you helped to rescue Madame Vadoma and make a place for you in their camp if you want it.
| Zarine Brightbow |
Zarine thanks the Strigany for the welcome, checking in on Madame Vadoma before she retires for the evening.
Cool Test (40): 1d100 ⇒ 74
| GM Netherpongo |
Updated the maps & notes section.
When morning comes, you awake to the normal flow of the camp--Strigany workers bending their backs to muck out water-logged land, lashing scaffolds together haphazardly and continuing the unskilled construction of the water mill. Thick fog covers the ground and fingers up through the trees, making everything damp and uncomfortable. Everyone you meet seems on edge.
Thulgrim stops by shortly after you awaken, with a pot of crushed barley.
"As you may have guessed from last night, the pair in charge of this place don't see eye to eye; they still can't decide what to pay you for the salvage work you did yesterday. Bloody disgrace if you ask me, as it sounds like all the funds would be sat on the bottom of the river were it not for you lot. Anyway, one thing they certainly will pay you for is honest work, agreed to with an honest handshake. Stiegler told me to tell you to dig up the old ogham stones that are littered around the place. They're a right nuisance, and the Strigany refuse to go anywhere near them--say it's taboo or some nonsense. A superstitous lot they are! If you could dig around the base of the stones and topple them, I reckon they won't mind hauling them away. Get it done and there's a shilling each in it for you a piece, and seven stones in total. And it's me promising you that money--so you will get it, regardless of what Reuter may or may not owe you."
Which reminds me that Zarine is kind of supposed to be here in a supervisory role due to our prior decisions. The scenario doesn't really anticipate something like that. Either way, Zarine is free to not work if she doesn't want to.
| Zarine Brightbow |
Zarine feels really tired even after sleeping, so even though she would normally pitch in, she chooses not to. The group can tell that she is exhausted.
She also knows that there are magical forces and likely divine forces beyond what can be detected by the naked eye, and she wants to understand if there is a real danger.
Thulgrim, can you send one of the Strigany to me that knows about this superstition? I would like to learn more.
| Axel Rotendorf |
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
Updated the maps & notes section.
When morning comes, you awake to the normal flow of the camp--Strigany workers bending their backs to muck out water-logged land, lashing scaffolds together haphazardly and continuing the unskilled construction of the water mill. Thick fog covers the ground and fingers up through the trees, making everything damp and uncomfortable. Everyone you meet seems on edge.
Thulgrim stops by shortly after you awaken, with a pot of crushed barley.
"As you may have guessed from last night, the pair in charge of this place don't see eye to eye; they still...
Has resolve refreshed? I used mine ages ago
| GM Netherpongo |
Unlike Fortune, Resolve doesn't refresh on a set schedule. A point of Resolve is recovered when a PC acts according to their Motivation.
I'm unlikely to track that closely at all, so if you think your character has acted according to their Motivation you can check with me.
| GM Netherpongo |
With a direct task assigned, you go to work on the ogham stones, digging up the base so they can be toppled. The center stone is nine feet tall and is shaped vaguely like a hexagon from dark brown basalt. No algae grows on its surface, and the stones are free from the red mites common throughout the camp. One of the center ogham's six sides is wider than the others and you can tell that it was once heavily decorated. A swirling pattern of interlacing lines runs around the edge of this facing, and horizontal lines divide the interior design into many rows. It is impossible to tell what was inscribed on the rock, as the carvings have been chiseled away.
Mist hangs heavily over the ground around the stone, punctuated by vegetation growing in abundance that does not touch the stone itself. The earth around the largest stone is a loose mound.
There's enough there that I'll leave an opportunity to respond before you start working. I'll try to push again soon so we don't pause on this long.
| Magda Kupferaugen |
It's strange that the vegetation doesn't grow there. I'm no farmer myself, I admit, but I grew up in a farm, and usually you have some green everywhere. My dad always said "Nature finds its way..". It looks like the vegetation didn't dare come closer to the rocks.
| Axel Rotendorf |
I'm no expert in magic but is their any Eldritch senses I can tap into? I don't believe I have the right talents for that OR knowledge type skills... this is a feature, not a flaw in my opinion. Appropriate for a rank amateur with no formal training...
| GM Netherpongo |
You take some time to examine the stones as you dig them up.
After those Tests, make a Challenging (+0) Endurance Test as you work to dig up the stones.
| GM Netherpongo |
Axel is taking -10 on his Intuition Test due to Fatigue but still passes. With the second failed Endurance, he'll be at -20 to all Tests. Magda & Hans both still need to make an Endurance Test for working hard (unless they didn't).
With a lot of hard work, the group manages to dig around the stones enough to topple them and Thulgrim is able to cajole some Strigany to help carry the heavy pillars away. One one of the smaller pillars near the base, you notice an engraving depicting what appears to be a human, probably a woman, facing down a larger creature that has appeared multiple times on the stones.
Once your Fatigue penalties are all decided, you can make a Dramatic Challenging (+0) Intuition Test. This can either be rolled separately, or you can assist someone else if your character has an Advance in Intution.
| Axel Rotendorf |
So another intuition test? Lol
Intuition - 20 or 10: 1d100 ⇒ 52
Tired as he was he was heartened by the relief carving and the thought that some one ages past could succeed... and if not them? Why not him?
That thought past, he was too tired for additional insights.
| GM Netherpongo |
Your work finishes by noon with the help of Strigany who are willing to help carry the heavy stones away from where you toppled them, and as you return to the camp you are greeted warmly with a spot at the camp and food. The sense of unease that had persisted since you arrived has eased and even the mists have let up a bit.
The rest and food are welcome. Everyone can remove one Fatigued Condition.
With the mood in the camp improved, the Strigany start a dance with some of their traditional music filling the air. Reiko invites you to come join them.
As the dancing winds down, Thulgrim stomps over. Unlike everyone else, the dwarf looks as sour as ever. "You did well today. Stiegler sends her compliments. I'll get you your pay as soon as we can get that blasted chest open. Can't find the boy though...without Reuter we won't be able to open it."